Using Locomotor instead of Info for pathfinding

This commit is contained in:
teinarss
2019-07-07 19:44:39 +02:00
committed by reaperrr
parent c00b13a18e
commit 2ddf9fa826
9 changed files with 41 additions and 29 deletions

View File

@@ -64,7 +64,9 @@ namespace OpenRA.Mods.Common.Traits
public List<CPos> FindUnitPath(CPos source, CPos target, Actor self, Actor ignoreActor)
{
var li = self.Info.TraitInfo<MobileInfo>().LocomotorInfo;
var mobile = self.Trait<Mobile>();
var locomotor = mobile.Locomotor;
if (!cached)
{
domainIndex = world.WorldActor.TraitOrDefault<DomainIndex>();
@@ -72,7 +74,7 @@ namespace OpenRA.Mods.Common.Traits
}
// If a water-land transition is required, bail early
if (domainIndex != null && !domainIndex.IsPassable(source, target, li))
if (domainIndex != null && !domainIndex.IsPassable(source, target, locomotor.Info))
return EmptyPath;
var distance = source - target;
@@ -80,8 +82,9 @@ namespace OpenRA.Mods.Common.Traits
return new List<CPos> { target };
List<CPos> pb;
using (var fromSrc = PathSearch.FromPoint(world, li, self, target, source, true).WithIgnoredActor(ignoreActor))
using (var fromDest = PathSearch.FromPoint(world, li, self, source, target, true).WithIgnoredActor(ignoreActor).Reverse())
using (var fromSrc = PathSearch.FromPoint(world, locomotor, self, target, source, true).WithIgnoredActor(ignoreActor))
using (var fromDest = PathSearch.FromPoint(world, locomotor, self, source, target, true).WithIgnoredActor(ignoreActor).Reverse())
pb = FindBidiPath(fromSrc, fromDest);
return pb;
@@ -95,7 +98,8 @@ namespace OpenRA.Mods.Common.Traits
cached = true;
}
var mi = self.Info.TraitInfo<MobileInfo>();
var mobile = self.Trait<Mobile>();
var mi = mobile.Info;
var li = mi.LocomotorInfo;
var targetCell = world.Map.CellContaining(target);
@@ -117,8 +121,10 @@ namespace OpenRA.Mods.Common.Traits
return EmptyPath;
}
using (var fromSrc = PathSearch.FromPoints(world, li, self, tilesInRange, source, true))
using (var fromDest = PathSearch.FromPoint(world, li, self, source, targetCell, true).Reverse())
var locomotor = mobile.Locomotor;
using (var fromSrc = PathSearch.FromPoints(world, locomotor, self, tilesInRange, source, true))
using (var fromDest = PathSearch.FromPoint(world, locomotor, self, source, targetCell, true).Reverse())
return FindBidiPath(fromSrc, fromDest);
}